#include "ai/game_info.hpp"#include "actions/attack.hpp"#include "formula/callable_objects.hpp"#include "formula/formula.hpp"#include "formula/callable.hpp"

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Classes | |
| class | game_logic::attack_map_callable |
| class | game_logic::attack_callable |
| class | game_logic::move_callable |
| class | game_logic::move_partial_callable |
| class | game_logic::recall_callable |
| class | game_logic::recruit_callable |
| class | game_logic::set_var_callable |
| class | game_logic::set_unit_var_callable |
| class | game_logic::fallback_callable |
| class | game_logic::safe_call_callable |
| class | game_logic::safe_call_result |
| class | game_logic::move_map_callable |
| class | game_logic::position_callable |
| struct | game_logic::position_callable::move_map_backup |
| class | game_logic::outcome_callable |
Namespaces | |
| ai | |
| A small explanation about what's going on here: Each action has access to two game_info objects First is 'info' - real information Second is 'subjective info' - AIs perception of what's going on So, when we check_before action, we use 'subjective info' and don't touch real 'info' at all. | |
| game_logic | |
1.8.8